﻿<!DOCTYPE html>
<html>
<head>
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
    <title>MeshVisualizer</title>
    <meta charset="utf-8" />
    <link href="../../../ThirdParty/Cesium/Widgets/widgets.css" rel="stylesheet" />
    <style>
        html, body, #cesiumContainer {
            width: calc(100%);
            height: calc(100%);
            margin: 0;
            padding: 0;
        }
    </style>
</head>
<body>


    <script id="fragment_shader4" type="x-shader/x-fragment">

        uniform float time;
        uniform vec2 resolution;

        varying vec2 vUv;

        void main( void ) {

        vec2 position = -1.0 + 2.0 * vUv;

        float red = abs( sin( position.x * position.y + time / 5.0 ) );
        float green = abs( sin( position.x * position.y + time / 4.0 ) );
        float blue = abs( sin( position.x * position.y + time / 3.0 ) );
        gl_FragColor = vec4( red, green, blue, 1.0 );

        }

    </script>

    <script id="fragment_shader3" type="x-shader/x-fragment">

        uniform float time;
        uniform vec2 resolution;

        varying vec2 vUv;

        void main( void ) {

        vec2 position = vUv;

        float color = 0.0;
        color += sin( position.x * cos( time / 15.0 ) * 80.0 ) + cos( position.y * cos( time / 15.0 ) * 10.0 );
        color += sin( position.y * sin( time / 10.0 ) * 40.0 ) + cos( position.x * sin( time / 25.0 ) * 40.0 );
        color += sin( position.x * sin( time / 5.0 ) * 10.0 ) + sin( position.y * sin( time / 35.0 ) * 80.0 );
        color *= sin( time / 10.0 ) * 0.5;

        gl_FragColor = vec4( vec3( color, color * 0.5, sin( color + time / 3.0 ) * 0.75 ), 1.0 );

        }

    </script>

    <script id="fragment_shader2" type="x-shader/x-fragment">

        uniform float time;
        uniform vec2 resolution;

        uniform sampler2D texture;

        varying vec2 vUv;

        void main( void ) {

        vec2 position = -1.0 + 2.0 * vUv;

        float a = atan( position.y, position.x );
        float r = sqrt( dot( position, position ) );

        vec2 uv;
        uv.x = cos( a ) / r;
        uv.y = sin( a ) / r;
        uv /= 10.0;
        uv += time * 0.05;

        vec3 color = texture2D( texture, uv ).rgb;

        gl_FragColor = vec4( color * r * 1.5, 1.0 );

        }
    </script>

    <script id="fragment_shader1" type="x-shader/x-fragment">

        uniform vec2 resolution;
        uniform float time;

        varying vec2 vUv;

        void main(void)
        {

        vec2 p = -1.0 + 2.0 * vUv;
        float a = time*40.0;
        float d,e,f,g=1.0/40.0,h,i,r,q;

        e=400.0*(p.x*0.5+0.5);
        f=400.0*(p.y*0.5+0.5);
        i=200.0+sin(e*g+a/150.0)*20.0;
        d=200.0+cos(f*g/2.0)*18.0+cos(e*g)*7.0;
        r=sqrt(pow(i-e,2.0)+pow(d-f,2.0));
        q=f/r;
        e=(r*cos(q))-a/2.0;f=(r*sin(q))-a/2.0;
        d=sin(e*g)*176.0+sin(e*g)*164.0+r;
        h=((f+d)+a/2.0)*g;
        i=cos(h+r*p.x/1.3)*(e+e+a)+cos(q*g*6.0)*(r+h/3.0);
        h=sin(f*g)*144.0-sin(e*g)*212.0*p.x;
        h=(h+(f-e)*q+sin(r-(a+h)/7.0)*10.0+i/4.0)*g;
        i+=cos(h*2.3*sin(a/350.0-q))*184.0*sin(q-(r*4.3+a/12.0)*g)+tan(r*g+h)*184.0*cos(r*g+h);
        i=mod(i/5.6,256.0)/64.0;
        if(i < 0.0) i+=4.0;
        if(i >=2.0) i=4.0-i;
        d=r/350.0;
        d+=sin(d*d*8.0)*0.52;
        f=(sin(a*g)+1.0)/2.0;
        gl_FragColor=vec4(vec3(f*i/1.6,i/2.0+d/13.0,i)*d*p.x+vec3(i/1.3+d/8.0,i/2.0+d/18.0,i)*d*(1.0-p.x),1.0);

        }

    </script>

    <script id="vertexShader" type="x-shader/x-vertex">

        varying vec2 vUv;

        void main()
        {
        vUv = uv;
        vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
        gl_Position = projectionMatrix * mvPosition;
        }

    </script>

    <div id="cesiumContainer">
    </div>
    <div id="creditContainer" style="display: none;">
    </div>
    <script src="../../../ThirdParty/Cesium/Cesium.js" type="text/javascript"></script>
    <script src="../../../Source/ThirdParty/ammo.js-master/examples/js/three/three.js"></script>

    <script src="../../../appconfig.js"></script>
    <script src="../../../dist/CesiumMeshVisualizer.js"></script>
    <script src="../common.js"></script>
    <script src="three_common.js"></script>
    <script>

        var clock = new THREE.Clock();
        var geometry = new THREE.BoxGeometry(0.75, 0.75, 0.75);

        uniforms1 = {
            time: { value: 1.0 },
            resolution: { value: new THREE.Vector2() }
        };

        uniforms2 = {
            time: { value: 1.0 },
            resolution: { value: new THREE.Vector2() },
            texture: { value: "textures/disturb.jpg" }
        };

        uniforms2.texture.value.wrapS = uniforms2.texture.value.wrapT = THREE.RepeatWrapping;

        var params = [
            ['fragment_shader1', uniforms1],
            ['fragment_shader2', uniforms2],
            ['fragment_shader3', uniforms1],
            ['fragment_shader4', uniforms1]
        ];

        for (var i = 0; i < params.length; i++) {

            var material = new THREE.ShaderMaterial({

                uniforms: params[i][1],
                vertexShader: document.getElementById('vertexShader').textContent,
                fragmentShader: document.getElementById(params[i][0]).textContent

            });

            var mesh = new THREE.Mesh(geometry, material);
            mesh.position.x = (i - (params.length - 1) / 2) * 1000;
            mesh.position.y = (i % 2 - 0.5) * 1000;
            mesh.scale.x = 1000;
            mesh.scale.y = 1000;
            mesh.scale.z = 1000;

            scene.add(mesh);
        }
        scene.beforeUpdate.addEventListener(function () {
            var delta = clock.getDelta();

            uniforms1.resolution.value.x = viewer.scene.canvas.width;
            uniforms1.resolution.value.y = viewer.scene.canvas.height;

            uniforms2.resolution.value.x = viewer.scene.canvas.width;
            uniforms2.resolution.value.y = viewer.scene.canvas.height;

            uniforms1.time.value += delta * 5;
            uniforms2.time.value = clock.elapsedTime;

            for (var i = 0; i < scene.children.length; i++) {

                var object = scene.children[i];

                object.rotation.y += delta * 0.5 * (i % 2 ? 1 : -1);
                object.rotation.x += delta * 0.5 * (i % 2 ? -1 : 1);

            }

        })
    </script>


</body>
</html>
